using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
using GameLibrary;
using Rescue_of_the_Dwarvenzombies.Rendering;
using Rescue_of_the_Dwarvenzombies.Scene;

namespace Rescue_of_the_Dwarvenzombies
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        private GraphicsDeviceManager _graphics;
        private FPS _fps;

        public Game1()
        {
            _graphics = new GraphicsDeviceManager(this)
                           {
                               PreferredBackBufferWidth = Constant.PREFERRED_BACKBUFFER_WIDTH,
                               PreferredBackBufferHeight = Constant.PREFERRED_BACKBUFFER_HEIGHT
                           };

            _graphics.IsFullScreen = true;
            
            Content.RootDirectory = "Content";

            //Init the FPS asset
            _fps = new FPS(this, true, true, this.TargetElapsedTime);
            //_fps = new FPS(this);

            Components.Add(_fps);
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            InputManager inputManager = new InputManager();
            Services.AddService(typeof(IInputManager), inputManager);

            RenderManager renderManager = new RenderManager(this);

            SceneManager sceneManager = new SceneManager(this, _graphics);

            Components.Add(renderManager);
            Components.Add(sceneManager);
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
                Exit();

            // TODO: Add your update logic here

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            base.Draw(gameTime);
        }
    }
}